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Review for NeurIPS paper: Learning Individually Inferred Communication for Multi-Agent Cooperation

Neural Information Processing Systems

Summary and Contributions: This paper introduces I2C, a multi-agent communication architecture for cooperative tasks wherein each agent decides who to receive messages from. This is unlike prior work in multi-agent communication that has primarily focused on broadcast-style communication -- one/all agents sending messages to all other agents. The motivation is to reduce redundant communication (which might ease learning) and make the overall setup more practically realizable. I2C consists of a "prior network", which takes as input agent i's observation and predicts a probability distribution of which other agents to receive messages from. This prior network is trained with supervised learning to minimize the KL divergence between probability of the agent's action given the actions of agents other than i and probability of the agent's action given actions of agents other than i and j; the idea being that the prior network should enable communication only from those agents who might have a strong influence on agent i's action.


Review for NeurIPS paper: Learning Individually Inferred Communication for Multi-Agent Cooperation

Neural Information Processing Systems

All reviewers support acceptance of this paper, and I would also like to recommend acceptance. All reviewers point that this is an interesting a novel approach to learning who to communicate to in a multi-agent setup, which is both interesting from a research perspective but also useful in practical applications of multi-agent communication. Moreover, this paper is well executed, with clear statements supported by sufficient experiments and baselines. Finally, R1 and R2 have expressed concerns regarding the low performance of IC3Net and TarMAC. Authors have provided an explanation in the author response with some more experiments with regards to team vs individual rewards.


Review for NeurIPS paper: Contextual Games: Multi-Agent Learning with Side Information

Neural Information Processing Systems

Weaknesses: From a technical point of view, the result is an incremental enhancement of [32], and follows by connecting known results. As such, the significance of the paper relies on the originality and usefulness of the novel framework of contextual games. This is by itself of course fine, since impact and usefulness are possibly the most important aspects anyway. The main weakness of this paper is that the usefulness and motivation of the results are a bit vague. The reason is that it's not clear why would selfish players follow the proposed algorithm.


Review for NeurIPS paper: Contextual Games: Multi-Agent Learning with Side Information

Neural Information Processing Systems

The reviewers agree that this is a good contribution to the literature on learning in games. The authors are strongly encouraged to improve presentation regarding how the various constants (e.g.


Using agent-based models and EXplainable Artificial Intelligence (XAI) to simulate social behaviors and policy intervention scenarios: A case study of private well users in Ireland

arXiv.org Artificial Intelligence

Around 50 percent of Irelands rural population relies on unregulated private wells vulnerable to agricultural runoff and untreated wastewater. High national rates of Shiga toxin-producing Escherichia coli (STEC) and other waterborne illnesses have been linked to well water exposure. Periodic well testing is essential for public health, yet the lack of government incentives places the financial burden on households. Understanding environmental, cognitive, and material factors influencing well-testing behavior is critical. This study employs Agent-Based Modeling (ABM) to simulate policy interventions based on national survey data. The ABM framework, designed for private well-testing behavior, integrates a Deep Q-network reinforcement learning model and Explainable AI (XAI) for decision-making insights. Key features were selected using Recursive Feature Elimination (RFE) with 10-fold cross-validation, while SHAP (Shapley Additive Explanations) provided further interpretability for policy recommendations. Fourteen policy scenarios were tested. The most effective, Free Well Testing plus Communication Campaign, increased participation to 435 out of 561 agents, from a baseline of approximately 5 percent, with rapid behavioral adaptation. Free Well Testing plus Regulation also performed well, with 433 out of 561 agents initiating well testing. Free testing alone raised participation to over 75 percent, with some agents testing multiple times annually. Scenarios with free well testing achieved faster learning efficiency, converging in 1000 episodes, while others took 2000 episodes, indicating slower adaptation. This research demonstrates the value of ABM and XAI in public health policy, providing a framework for evaluating behavioral interventions in environmental health.


Multi-Agent Simulator Drives Language Models for Legal Intensive Interaction

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have significantly advanced legal intelligence, but the scarcity of scenario data impedes the progress toward interactive legal scenarios. This paper introduces a Multi-agent Legal Simulation Driver (MASER) to scalably generate synthetic data by simulating interactive legal scenarios. Leveraging real-legal case sources, MASER ensures the consistency of legal attributes between participants and introduces a supervisory mechanism to align participants' characters and behaviors as well as addressing distractions. A Multi-stage Interactive Legal Evaluation (MILE) benchmark is further constructed to evaluate LLMs' performance in dynamic legal scenarios. Extensive experiments confirm the effectiveness of our framework.


Improving Environment Novelty Quantification for Effective Unsupervised Environment Design

arXiv.org Machine Learning

Unsupervised Environment Design (UED) formalizes the problem of autocurricula through interactive training between a teacher agent and a student agent. The teacher generates new training environments with high learning potential, curating an adaptive curriculum that strengthens the student's ability to handle unseen scenarios. Existing UED methods mainly rely on regret, a metric that measures the difference between the agent's optimal and actual performance, to guide curriculum design. Regret-driven methods generate curricula that progressively increase environment complexity for the student but overlook environment novelty -- a critical element for enhancing an agent's generalizability. Measuring environment novelty is especially challenging due to the underspecified nature of environment parameters in UED, and existing approaches face significant limitations. To address this, this paper introduces the Coverage-based Evaluation of Novelty In Environment (CENIE) framework. CENIE proposes a scalable, domain-agnostic, and curriculum-aware approach to quantifying environment novelty by leveraging the student's state-action space coverage from previous curriculum experiences. We then propose an implementation of CENIE that models this coverage and measures environment novelty using Gaussian Mixture Models. By integrating both regret and novelty as complementary objectives for curriculum design, CENIE facilitates effective exploration across the state-action space while progressively increasing curriculum complexity. Empirical evaluations demonstrate that augmenting existing regret-based UED algorithms with CENIE achieves state-of-the-art performance across multiple benchmarks, underscoring the effectiveness of novelty-driven autocurricula for robust generalization.


Low-Rank Agent-Specific Adaptation (LoRASA) for Multi-Agent Policy Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) often relies on \emph{parameter sharing (PS)} to scale efficiently. However, purely shared policies can stifle each agent's unique specialization, reducing overall performance in heterogeneous environments. We propose \textbf{Low-Rank Agent-Specific Adaptation (LoRASA)}, a novel approach that treats each agent's policy as a specialized ``task'' fine-tuned from a shared backbone. Drawing inspiration from parameter-efficient transfer methods, LoRASA appends small, low-rank adaptation matrices to each layer of the shared policy, naturally inducing \emph{parameter-space sparsity} that promotes both specialization and scalability. We evaluate LoRASA on challenging benchmarks including the StarCraft Multi-Agent Challenge (SMAC) and Multi-Agent MuJoCo (MAMuJoCo), implementing it atop widely used algorithms such as MAPPO and A2PO. Across diverse tasks, LoRASA matches or outperforms existing baselines \emph{while reducing memory and computational overhead}. Ablation studies on adapter rank, placement, and timing validate the method's flexibility and efficiency. Our results suggest LoRASA's potential to establish a new norm for MARL policy parameterization: combining a shared foundation for coordination with low-rank agent-specific refinements for individual specialization.


Closing the Responsibility Gap in AI-based Network Management: An Intelligent Audit System Approach

arXiv.org Artificial Intelligence

Existing network paradigms have achieved lower downtime as well as a higher Quality of Experience (QoE) through the use of Artificial Intelligence (AI)-based network management tools. These AI management systems, allow for automatic responses to changes in network conditions, lowering operation costs for operators, and improving overall performance. While adopting AI-based management tools enhance the overall network performance, it also introduce challenges such as removing human supervision, privacy violations, algorithmic bias, and model inaccuracies. Furthermore, AI-based agents that fail to address these challenges should be culpable themselves rather than the network as a whole. To address this accountability gap, a framework consisting of a Deep Reinforcement Learning (DRL) model and a Machine Learning (ML) model is proposed to identify and assign numerical values of responsibility to the AI-based management agents involved in any decision-making regarding the network conditions, which eventually affects the end-user. A simulation environment was created for the framework to be trained using simulated network operation parameters. The DRL model had a 96% accuracy during testing for identifying the AI-based management agents, while the ML model using gradient descent learned the network conditions at an 83% accuracy during testing.